Receiving/Sending behaviour

This commit is contained in:
Jedd Morgan
2023-01-04 13:16:39 +00:00
parent 20e9cbb5e9
commit 49d5b690ec
15 changed files with 3538 additions and 1003 deletions
+2 -2
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@@ -1,5 +1,6 @@
using System;
using Speckle.ConnectorUnity.Components;
using Speckle.ConnectorUnity.Wrappers.Selection;
using UnityEngine;
using VRSample.Speckle_Helpers;
using VRSample.UI.Controllers;
@@ -9,81 +10,87 @@ namespace VRSample.Interactions
/// <summary>
/// Behaviour for performing receive/send interactions with Speckle using <see cref="SelectionController"/>
/// </summary>
[RequireComponent(typeof(SelectionController), typeof(SpeckleReceiver), typeof(VRSender))]
[RequireComponent(typeof(SelectionController), typeof(VRReceiver), typeof(VRSender))]
public class SpeckleInteractionMenu : MonoBehaviour
{
private SelectionController uiController;
private SpeckleReceiver receiver;
private VRSender sender;
private VRReceiver receiver;
public int streamLimit = 15;
public int branchLimit = 10;
public int commitLimit = 10;
public GameObject environment;
private AccountSelection Account => receiver.Receiver.Account;
private StreamSelection Stream => receiver.Receiver.Stream;
private BranchSelection Branch => receiver.Receiver.Branch;
private CommitSelection Commit => receiver.Receiver.Commit;
void Awake()
{
uiController = GetComponent<SelectionController>();
receiver = GetComponent<SpeckleReceiver>();
receiver = GetComponent<VRReceiver>();
sender = GetComponent<VRSender>();
}
void OnEnable()
void Start()
{
FocusStreamSelection();
receiver.Stream.StreamsLimit = streamLimit;
receiver.Branch.BranchesLimit = branchLimit;
receiver.Branch.CommitsLimit = commitLimit;
Stream.StreamsLimit = streamLimit;
Branch.BranchesLimit = branchLimit;
Branch.CommitsLimit = commitLimit;
}
private void FocusAccountSelection()
{
void RefreshAction()
{
receiver.Account.RefreshOptions();
Account.RefreshOptions();
FocusAccountSelection();
}
SetupNavigation(RefreshAction, Application.Quit, "Exit");
uiController.GenerateOptions(receiver.Account, FocusStreamSelection);
uiController.GenerateOptions(Account, FocusStreamSelection);
}
private void FocusStreamSelection()
{
void RefreshAction()
{
receiver.Stream.RefreshOptions();
Stream.RefreshOptions();
FocusStreamSelection();
}
SetupNavigation(RefreshAction, FocusAccountSelection, "Accounts");
uiController.GenerateOptions(receiver.Stream, FocusBranchSelection);
uiController.GenerateOptions(Stream, FocusBranchSelection);
}
private void FocusBranchSelection()
{
void RefreshAction()
{
receiver.Branch.RefreshOptions();
Branch.RefreshOptions();
FocusBranchSelection();
}
SetupNavigation(RefreshAction, FocusStreamSelection, "Streams");
uiController.GenerateOptions(receiver.Branch, FocusCommitSelection);
uiController.GenerateOptions(Branch, FocusCommitSelection);
}
private void FocusCommitSelection()
{
void RefreshAction()
{
receiver.Commit.RefreshOptions();
Commit.RefreshOptions();
FocusCommitSelection();
}
SetupNavigation(RefreshAction, FocusBranchSelection, "Branches");
uiController.ClearOptionViews();
uiController.CreateSendView(() =>
{
StartCoroutine(sender.ConvertAndSend(receiver.Account.Client, receiver.Stream.Selected, receiver.Branch.Selected));
StartCoroutine(sender.ConvertAndSend(environment, Account.Client, Stream.Selected,Branch.Selected));
});
uiController.CreateOptionViews(receiver.Commit, () =>
uiController.CreateOptionViews(Commit, () =>
{
StartCoroutine(receiver.ReceiveAndConvertRoutine(receiver, "Test"));
StartCoroutine(receiver.ReceiveRoutine(environment.transform));
});
}
@@ -17,7 +17,6 @@ namespace VRSample.Speckle_Helpers
[RequireComponent(typeof(RecursiveConverter))]
public class VRSender : MonoBehaviour
{
public GameObject environment;
private RecursiveConverter converter;
private CancellationTokenSource tokenSource;
void Awake()
@@ -25,7 +24,7 @@ namespace VRSample.Speckle_Helpers
converter = GetComponent<RecursiveConverter>();
}
public IEnumerator ConvertAndSend(Client client, Stream stream, Branch branch)
public IEnumerator ConvertAndSend(GameObject environment, Client client, Stream stream, Branch branch)
{
Base b = converter.RecursivelyConvertToSpeckle(environment, _ => true);
yield return null;
@@ -0,0 +1,80 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Speckle.ConnectorUnity.Components;
using Speckle.Core.Models;
using UnityEditor;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
namespace VRSample.Speckle_Helpers
{
[RequireComponent(typeof(SpeckleReceiver))]
public class VRReceiver : MonoBehaviour
{
[field: SerializeField]
public XRGrabInteractable XRInteractablePrefab { get; set; }
[field: SerializeField]
public XRInteractionManager XRInteractionManager { get; set; }
public SpeckleReceiver Receiver { get; private set; }
private void Awake()
{
Receiver = GetComponent<SpeckleReceiver>();
}
#nullable enable
public IEnumerator ReceiveRoutine(Transform? parent)
{
Task<Base?> receiveOperation = Task.Run(Receiver.ReceiveAsync);
yield return new WaitUntil(() => receiveOperation.IsCompleted);
yield return ConvertToXRInteractables(receiveOperation.Result, parent);
}
/// <summary>
/// Each coroutine update,
/// converts one Level 1 speckle object to native, and parents converted objects to a <see cref="XRInteractablePrefab"/> instance
/// </summary>
public IEnumerator ConvertToXRInteractables(Base @base, Transform? parent)
{
foreach (var rootMember in @base.GetMembers())
{
List<Base> objectsToConvertThisFrame = new List<Base>();
Flatten(rootMember.Value, objectsToConvertThisFrame);
foreach (var so in objectsToConvertThisFrame)
{
var converted = Receiver.Converter.RecursivelyConvertToNative(so, null);
//Skip empties
if (converted.Count <= 0) continue;
GameObject go = ObjectFactory.CreateGameObject("Interactable", typeof (Rigidbody), typeof (XRGrabInteractable));
go.transform.SetParent(parent);
IXRInteractable interactable = go.GetComponent<XRGrabInteractable>();
XRInteractionManager.RegisterInteractable(interactable);
foreach (var o in converted)
{
if (o.transform.parent == null)
o.transform.SetParent(interactable.transform);
Collider c = o.AddComponent<MeshCollider>();
interactable.colliders.Add(c);
}
yield return null;
}
}
}
private void Flatten(object? o, IList<Base> outSpeckleObjects)
{
if(o is Base b) outSpeckleObjects.Add(b);
if(o is IList l) foreach(object? lo in l) Flatten(lo, outSpeckleObjects);
if(o is IDictionary d) foreach(var v in d.Values) Flatten(v, outSpeckleObjects);
}
}
}
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